Comments (1)
Went back and ran it again and got 9 instead of 8 so it looks like a possible 'roll to failure' effect that is happening? It is definitely grabbing extra recruits for the money - maybe an 'ad blitz' option like this would be good to have as an official option.
Additional note: The instance that caused this was Vehicle Gunner recruitment, but it didn't seem to occur for Admin HR recruitment rolls, so it may be down to what type of recruit is being sought after.
from mekhq.
Related Issues (20)
- [0.50.0 Nightly CI #1600]: Mercenary OpFor has no Faction - Loses Generated Name on Save Reload HOT 1
- [0.50.0 Nightly CI #1601]: Commiting three forces to a StratCon scenario triggered an NPE. HOT 3
- RFE: Campaign Setting for Auto-spending XP based on role(s) HOT 3
- RFE: Infirmary quick actions HOT 2
- RFE: TO&E depth doesn't allow full army group organization HOT 7
- Non mechwarriors always get the natural aptitude piloting SPA HOT 4
- NPE on interstellar map HOT 2
- Environmental Sealing not seen as valid part to replace missing Environmental Sealing in unit HOT 1
- Machine Gun Ammo [Half] seems to be listed as greater tonnage than Machine Gun Ammo [Full] when comparing number of shots
- Mechwarriors not obeying the skill caps set in campaign options, generating at 9 or 10 on piloting/gunnery with a cap of 8 in place
- RFE: Clarification documentation on the status of Medtechs/Astechs and other high-volume personnel vs Administrative Strain
- Personnel Clean Up HOT 1
- MHQ Startup Scripts broken
- RFE: Maintenance/Supply tab in Hangar, and maybe ammo too.
- RFE MHQ v50.00 - Reset Preset Reset - "Extra Randomness" & Company Generator HOT 1
- RFE: TO&E "On Leave" force designation. HOT 4
- RFE: set default maintenance extra time in campaign options. HOT 1
- RFE: Education Module - Add Options for Civilian Apprenticeships/In-Unit Training for Non-Child Force Members
- RFE: Mass Mothball menu inordinately condensed when dealing with small (2-5) numbers of mothballable entities. HOT 1
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from mekhq.